Fallout 4

Fallout 4

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Makeshift Weapons Ammo Crafting & Bugfix Pack
- Allows crafting of all ammo and throwables from the Makeshift Weapons Pack (released in the 25 Apr 2024 Next Gen Update).
- Adds Map marker for Suggs' garage
- Fixes some bugs.

ZSZ Makeshift Weapons Ammo Pack (only needs Base Game)

Nexus:

https://www.nexusmods.com/fallout4/mods/83387/

Bethesda.Net / in game mod manager:

PC
https://mods.bethesda.net/en/fallout4/mod-detail/4362864

XBox
https://mods.bethesda.net/en/fallout4/mod-detail/4362863

PS
https://mods.bethesda.net/en/fallout4/mod-detail/4362852

Bugs fixed:
- Baseball launcher: VATS attack queueing errors, ammo duping, flame ammo burning forever.
- Sawblade Launcher: missing from weapons vendor lists

Crafting added for:
- 40mm frag grenades
- Piggy bank mines (=tier 2 bottle cap mines)
- Piggy bank bombs (=tier 2 mini nukes)
- Piggy bank grenades (=throwable piggy bank mines)
- Nailgun nails
- Sawblade disks
- Baseballs (regular, for crafting ammo)
Crafting fixed for:
- Modified baseballs - standard ammo
- Flammable baseballs - alternate ammo for Fire muzzle

Rebalances some of the more OP aspects of the Makeshift weapons.
Sets realistic weights, balanced recipes, and balanced caps values.
Sets realistic projectile speed/force/range for 40mm frag grenade.
Set realistic AoE for 40mm explosion (70% radius of hand grenade).
Set lower throwing range for piggy bank grenade as it weighs 2x frag grenade
Fixed OP physics of baseballs and persistence of flaming baseballs

TO DO:

- crafting of some items requires having retrieved the schematics
- DLC version - ammo factory integration.
- integrate with "Munitions" framework.
- Unlock additional receivers and ammo types.
Last edited by The Inept European; Jun 1, 2024 @ 4:51pm
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Showing 1-15 of 49 comments
The Inept European May 24, 2024 @ 12:51am 
The bugfix aspect has been submitted for inclusion in Unofficial Fallout 4 Patch (UFO4P) since this is now a "base game" issue. Or rather UFO4P now classifies this content as official DLC.

The specific bugs are related VATS bugs with the Baseball Launcher, including its ammo dupe bug as well as general chaos with how it stacks VATS attacks (badly).

(I thought I already mentioned this but it looks like I didn't).
Updated - piggy bank mines and bombs craftable. All ammo now craftable.
Death Approaches May 24, 2024 @ 7:49am 
just you wait, how many game you'll OP giving them nuka 40mm receiver for the chinese grenade launcher; once they legendary it to two-shot, my god this thing has a range like 8000 units, near instant travel time (though you said you tweaked that), and can wipe out a legendary mythic deathclaw in 2 hits... heh. I stood on the roof access of WRVR and wiped out the entire supermutant population at the Coast Guard Pier across the river in total safety with plain 40mm grenades, I can only imagine what overkill screenshots we'll see with the additional receivers...

the dist lists are goofy too, hope you're fixing that, in 50+hrs of a vanilla run, I've found 0 nailguns, 1 sawblade launcher, but *17* 40mm grenade launchers; the last of which was in the ration stockpile, in the green army chest on "this side" of the middle door, where if you aren't expert hacking yet you have to take the side tunnel that leads to Red Tourette's room.... with nails and blades and such in low-quantity at vendors, we're expected to think they're weapons of last resort, which makes sense I guess...

I thought about doing what you're doing but decided against it. Oh well, I think it's only 30k unique d/l's to get a lifetime free premium nexus account, so enjoy...it will be popular, I am sure. :devilskiss:
Yeah the modcolls and LLs are garbags. Basically the new weapons spawn from level 1 onwards and high end mods drop on them at any level. There is zero attempt to level gate any of it. Not the quests not the weapons not the mods on the weapons.

I brought down the projectile speed and range to a correct real world ratio between a grenade launcher and a "missile launcher" (RPG). I also dropped the warhead AoE and upped the weight to the lowest real world levels. Even with those changes the grenade launchers are total beasts. Even the single shot ones, let alone the Chinese semi auto.

You are quite right, unlocking those hidden receivers and ammo types could unleash carnage. I won't do it before balancing the ammo types first.
I will take a look at that weird distribution of weapons found as loot. Thanks for the heads up on that @DeathA.

My experience is consistent with yours - I have only ever come across the grenade launchers "in the wild" so far.
Death Approaches May 24, 2024 @ 9:30am 
yeah that was my point re: ration stockpile, bunch of level 8 tier 1 LL equipped raiders and a spawning a loot weapon that can wipe out literally everything in front of it, including yourself if you fire it in these tight spaces; the thing ragdolls Enclave X02 wearing monkeys so far you have to search for the bodies, that is some pretty forceful explosion... it's like they didn't even play around with the CC before deciding, "yeah this'll keep em quiet over the fact it's not an NG update for the PC crowd!"; clueless and tone deaf... our expectations are the issue... Bethesda is quintessentially Bethesda. So unbalnaced and no gatekeeping, it's just bonkers.
The Inept European May 25, 2024 @ 10:39am 
It looks to me like the Sawblade launcher is not added to the vendor leveled lists at all. Just an oversight.
Anyone seen a sawblade launcher at a vendor? (Other than Suggs.)
Death Approaches May 25, 2024 @ 6:31pm 
I'll do a quick run of the ~10 listed in the distribution script, but I have been kind-of paying attention, and have not...

also baseballs seem to have WAY more range... they're like the thirst zapper in that respect, to the freakin horizon (almost)... maybe shorten the "charge-up" to compensate for curtailing the ludicrous distance?

https://steamcommunity.com/sharedfiles/filedetails/?id=3254506501
https://steamcommunity.com/sharedfiles/filedetails/?id=3254507197
I didn't look at the range and impact force on the baseball launcher. Only on the grenade launchers. Will take a look at it. Thanks for the heads up.
Sawblade Launchers added to vendor inventories. The other weapons were in the vendor leveled list but Sawblade launchers were not. They were only in Suggs's own list.

Also fixed a (mod) issue where the recipe for piggy bank fatman bombs was creating the (hidden) piggy bank hand grenade instead. The recipe now correctly creates a fat man launcher bomb. The piggy bank hand grenade is now hidden again.
The Piggy Bank Bomb (=hand grenade) actually can appear in weapons vendor inventory. In the "vanilla" Makeshift Weapons Pack DLC.

I will add a recipe for it in the mod.
Last edited by The Inept European; May 27, 2024 @ 6:19am
Originally posted by Death Approaches:
the dist lists are goofy too, hope you're fixing that, in 50+hrs of a vanilla run, I've found 0 nailguns, 1 sawblade launcher, but *17* 40mm grenade launchers; the last of which was in the ration stockpile, in the green army chest
Death are you just looting or are you also going to vendors?

From vendors I have seen all weapon types EXCEPT the Sawblade Launcher and the Piggy Bank Fat Man. The Sawblade Launcher is only available from Suggs (but repeatedly available). The Piggy Bank Fat Man Launcher is effectively unique because you only get it from killing Marvin. In effect it's not really a weapon, it's a weapon mod for a Fat Man. Conceivably it might spawn wherever Fat Men are sold or found??

At the moment I don't know how the Makeshift weapons get into boss trunks. But clearly they do.
Death Approaches May 27, 2024 @ 8:08am 
both, and have yet to see nailguns nor blade launchers for sale... could just be bad luck though...

This baseball gun thing might be bigger than you want to tackle... so it's more just FYI while you're working on things.

so flaming baseballs... uhm... they last apparently indefinitely? I slept for 24h and they were still burning. And you can pick them up and reuse them. Hey, you're the Sole Survivor, what's a flaming baseball? (That would explain the ammo being scarce.) Certainly easy enough to find, emitting a ~250 radius orange light with smoke and flames, even when underwater. (that's some blowtorch!). Also, when I said they travel, I mean they have passport stamps.

launch point -> farthest baseball*:
(that didn't roll down a hill or carried downstream)
-73602.89, 80798.42, 7848.44 -> -71130.63, 91110.85, 7607.18

If you remember your 8th grade geometry you know 2D/3D point-to-point distance is the square root of the sum of each distance difference squared, and leaving out the height cause I'm not on flat terrain anyway, is roughly 10600 CK units. Traveled 10k, bounced/rolled for 600? And I was not optimizing for distance, just spraying like a lunatic at different arcs... it could be more.
The projectile range is 15000 units which is nuts. That's like 7 world cells or something. Maybe 3.5?

I have yet to play with flaming baseballs but they sound nuts.

Thanks for the info @Death, much appreciated.

By the way I get lots of nail guns from vendors. But I have set my game up to do rounds of all the eligibile weapons vendors using fast travel. Just to get an idea of what drops.

Sawblade launchers will not drop except into Suggs. Not unless you have my mod.
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Date Posted: May 23, 2024 @ 9:55am
Posts: 49